Threejs World Generation
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
$ npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install viettranx/3dviz-pro-max 3dviz-pro-max --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/viettranx/3dviz-pro-max.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/3dviz-pro-max .claude/skills/3dviz-pro-max && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "3dviz-pro-max" agent skill from https://github.com/viettranx/3dviz-pro-max/tree/main/skills/3dviz-pro-max into .claude/skills/3dviz-pro-max/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dviz-pro-max", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/viettranx/3dviz-pro-max/tree/main/skills/3dviz-pro-maxType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install viettranx/3dviz-pro-max 3dviz-pro-max --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/viettranx/3dviz-pro-max.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/3dviz-pro-max .agents/skills/3dviz-pro-max && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "3dviz-pro-max" agent skill from https://github.com/viettranx/3dviz-pro-max/tree/main/skills/3dviz-pro-max into .agents/skills/3dviz-pro-max/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dviz-pro-max", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install viettranx/3dviz-pro-max 3dviz-pro-max --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/viettranx/3dviz-pro-max.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/3dviz-pro-max .cursor/skills/3dviz-pro-max && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "3dviz-pro-max" agent skill from https://github.com/viettranx/3dviz-pro-max/tree/main/skills/3dviz-pro-max into .cursor/skills/3dviz-pro-max/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dviz-pro-max", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/viettranx/3dviz-pro-max.git --path skills/3dviz-pro-max--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install viettranx/3dviz-pro-max 3dviz-pro-max --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/viettranx/3dviz-pro-max.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/3dviz-pro-max .gemini/skills/3dviz-pro-max && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "3dviz-pro-max" agent skill from https://github.com/viettranx/3dviz-pro-max/tree/main/skills/3dviz-pro-max into .gemini/skills/3dviz-pro-max/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dviz-pro-max", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install viettranx/3dviz-pro-max 3dviz-pro-maxInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/viettranx/3dviz-pro-max.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/3dviz-pro-max .github/skills/3dviz-pro-max && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "3dviz-pro-max" agent skill from https://github.com/viettranx/3dviz-pro-max/tree/main/skills/3dviz-pro-max into .github/skills/3dviz-pro-max/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dviz-pro-max", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install viettranx/3dviz-pro-max 3dviz-pro-max --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/viettranx/3dviz-pro-max.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/3dviz-pro-max .opencode/skills/3dviz-pro-max && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "3dviz-pro-max" agent skill from https://github.com/viettranx/3dviz-pro-max/tree/main/skills/3dviz-pro-max into .opencode/skills/3dviz-pro-max/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "3dviz-pro-max", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
3dviz-pro-maxGuides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
The workflow treats its bundled catalog, kits, rigs and scripts as accelerators rather than boundaries: for a new scene it works through intent and visual direction (what the viewer should see, feel or understand, and how shape, material, light, camera and motion work together), then reasons about each important object's silhouette, proportions, parts and surface behavior before picking a construction template, solving the hardest or most distinctive object first.
A grounding step chooses between illustration, a discrete state, simulation or scripted playback, and for scientific claims it researches the source passages and fact-checks the claim against the built model and rendered result, since an imported anatomy mesh or physics engine does not by itself certify a claim. Construction decisions are looked up with bundled search and resolve scripts against a knowledge base of blueprints, such as a biped walker or a market stall, offered as adaptable candidates rather than fixed values to copy. For an existing artifact, it inspects first and applies only the steps the change affects, and user constraints override the suggested tooling.
10 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit d077e0e. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/, which the agent can run.
Shell commands in SKILL.md call:
python3pnpmFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use pnpm, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
3Dviz Pro Max Scene Builder loads about 2.8k tokens when it runs, and up to ~76k if it reads all its reference files. Until then it costs about 51 tokens; SKILL.md has 1,275 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from viettranx/3dviz-pro-max at commit d077e0e, republished under its MIT licence (© viettranx). 1,275 words, ~2,755 tokens.
.claude/skills/3dviz-pro-max/SKILL.md (or your agent's skills folder). This skill also uses 841 other files; get the full folder from GitHub.Use the agent's spatial reasoning, geometry, composition and programming abilities to realize the user's idea. The catalog, kits, rigs and scripts accelerate decisions and construction; they do not set the boundaries of what you can make. A runnable scene still needs visual judgment.
For a new scene, work through the decisions below. For an existing artifact, inspect it first and apply only the steps affected by the change. User constraints override suggested tooling and records.
python3 scripts/search.py "<subject and unresolved decision>"
python3 scripts/resolve.py <record-id>
python3 scripts/design-context.py "<objective>" --blueprints --look <style-id>python3 scripts/host-probe.py --out host.json
python3 scripts/design-context.py "<objective>" --blueprints --host host.json \
--delivery web-desktop --hero <blueprint-id>quality_ceiling field is a shipped-kit pipeline recommendation, not a limit on custom geometry,
external assets, procedural materials or the agent's creativity. A missing kit tier does not
prohibit another construction method. Blender availability does not make an object high quality;
Three.js-only construction does not make it low quality.pnpm build
python3 scripts/capture.py --dir dist --all-views --click "#control" --out captures--motion-check 2000 --expect-motion only when the tested state should visibly move.
--expect-usable can flag gross visibility failures; it does not judge art. A visible-browser
inspection is valid when headless execution is excluded. Never describe an unobserved frame.
For lighting changes, inspect source isolation at fixed exposure, an informative direction change,
and any output/reset controls. Check affected receivers and occluders, not just glowing bulbs.
Preserve the user's motion and camera choices across lighting modes unless a control promises reset.| Route | When it helps | What to preserve |
|---|---|---|
| Reuse a kit directly | Its shape, structure, behavior and finish already fit the actual brief | Inspect it at the intended distance; a kit can be a hero when it fits |
| Adapt a kit or compose reusable parts | Common construction is useful, but identity or behavior differs | Change silhouette, proportions, joins, materials or articulation; recoloring alone may not suffice |
| Author custom geometry/materials/rigs | A distinctive hero, analytical form, reference or mechanism needs another solution | Reuse low-level operations and tooling; custom does not mean rewriting infrastructure |
| Use a suitable external asset | Authored/scanned/source geometry fits the subject better than reconstruction | Verify provenance, rights, scale, registration, topology and what the asset actually represents |
| Combine methods | Different parts or roles benefit from different approaches | Keep style, scale, state ownership and interfaces coherent |
Neither hero/background role nor Blender/Three.js decides the route by itself. Reuse the mechanism of construction freely; reuse a finished shape only when it fits. An absent dataset entry means a coverage gap, not an unavailable technique. No special justification is owed for creative freedom.
Inspect and change the affected behavior or visual directly. Preserve working interactions and the user's choices. A text, color or small geometry edit does not require a new scene or full workflow.
© viettranx, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 841 other files (scripts, references) in skills/3dviz-pro-max of viettranx/3dviz-pro-max.
Open the folder on GitHubat commit d077e0e
3Dviz Pro Max Scene Builder next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| 3Dviz Pro Max Scene Builder this skillviettranx/3dviz-pro-max | 709 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| Blender Web Export Pipelinefreshtechbro/claudedesignskills | 1k | — | ~4.2k | Automated safety check: Pass | MIT | |
| Pneuma Lucidpandazki/pneuma-skills | 161 | — | ~4.6k | Automated safety check: Warn | MIT | |
| 3D Browser GameDanMcInerney/orchflows | 117 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Obj Exporterbenchflow-ai/skillsbench | 1.8k | — | ~514 | Automated safety check: Pass | Apache-2.0 |
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
pandazki/pneuma-skills
Pneuma Lucid Mode workspace guidelines. An agent skill from pandazki/pneuma-skills.
DanMcInerney/orchflows
Build a complete Three.js game or bounded production phase through mechanics experiments, Blender assets, QA and independent playtests.
benchflow-ai/skillsbench
Three.js OBJExporter utility for exporting 3D geometry to Wavefront OBJ format.
DanMcInerney/orchflows
Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
Categories
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits. The workflow treats its bundled catalog, kits, rigs and scripts as accelerators rather than boundaries: for a new scene it works through intent and visual direction (what the viewer should see, feel or understand, and how shape, material, light, camera and motion work together), then reasons about each important object's silhouette, proportions, parts and surface behavior before picking a construction template, solving the hardest or most distinctive object first.
3Dviz Pro Max Scene Builder fits situations like: building a 3D explainer scene for a concept or process; creating a scientifically grounded 3D visualization of a technical subject; editing a specific object in an existing 3D scene without rebuilding it all.
Run `npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a claude-code`. Or copy the skill folder (skills/3dviz-pro-max in viettranx/3dviz-pro-max) into .claude/skills/3dviz-pro-max in your project. Claude Code loads it when a task matches its description.
Run `npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a codex`. Or copy the skill folder (skills/3dviz-pro-max in viettranx/3dviz-pro-max) into .agents/skills/3dviz-pro-max in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add viettranx/3dviz-pro-max --skill 3dviz-pro-max -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3dviz-pro-max, .gemini/skills/3dviz-pro-max, .github/skills/3dviz-pro-max and .opencode/skills/3dviz-pro-max in your project.
Going by SKILL.md and its folder, 3Dviz Pro Max Scene Builder needs the command-line tools its instructions call (python3 and pnpm). Our summary lists: Python, to run the bundled search and resolve scripts; Three.js or Blender.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
3Dviz Pro Max Scene Builder is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 73k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with 3Dviz Pro Max Scene Builder: Threejs World Generation (calesthio/OpenMontage, 66k stars), Blender Web Export Pipeline (freshtechbro/claudedesignskills, 1k stars), Pneuma Lucid (pandazki/pneuma-skills, 161 stars) and 3D Browser Game (DanMcInerney/orchflows, 117 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
viettranx (a GitHub user) maintains it in viettranx/3dviz-pro-max, which has 709 GitHub stars. The repository was last updated on September 11, 2026.
Source: viettranx/3dviz-pro-max on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.